LORD NATAS doesn't work for Creative:)
Hellow fellow gamers,
Here is the article that is showing on Creative website about PREY's audio. As stated in my review in PREY the audio is topnotch with the X-FI!
Mind-bending Audio in Prey™
Ed Lima discusses the audio development in Prey that sets a new standard for sound in PC gaming.
Mind-bending Audio in Prey™
Ed Lima discusses the audio development in Prey that sets a new standard for sound in PC gaming.
Prey™
Interviewee: Ed Lima, Former Audio Director at Human Head, Audio Lead on Prey
Developer: Human Head
Publisher: 2K
Game Title: Prey™
Q1: What was your role on Prey and what other games have you worked on in the past?
I was Audio Lead on "Prey", which means I was responsible for everything you hear in the game, including sound effects, music and voiceover. I also directed the voiceover actors, and contributed some additional writing to the game. My previous titles include "DOOM 3", "007 Nightfire", and Empire Earth.
Q2: Prey has had an interesting development cycle, was there any old content you inherited from the old "Prey" that was being developed by 3D Realms? Or any direction from back then for sound design?
As with most other elements of "Prey", 3D Realms very generously gave Human Head free reign to do what was required. Since the monsters, weapons and settings were all newly created for the game, all of the audio content was similarly built from the ground up. We did use some original Grandfather voiceover in our first E3 2005 trailer for "Prey", but beyond that, every audio asset is brand new.
Q3: What were the challenges in developing a game like Prey, which has such diverse and out of this world environments?
Science fiction settings are always fun and challenging to work in for sound designers, since we basically have carte blanche to produce whatever crazy effects we can think of. "Prey" features a unique combination of science fiction, organic, and natural exterior environments, plus interesting and original enemies and biotech weapons, all of which provide a unique playground for sound.
OpenAL gave us the hardware acceleration we wanted for full 3D sound effects
Q4: Are there any particular effects or levels that you like the most?
I'm quite proud of the voice acting in "Prey". We were very lucky to cast such a wonderfully talented group of actors, all of which really got into "Prey's" unique premise. I think the taunting alien voice in Tommy's head and accompanying sound effects are a high point in that regard. I'm happy with how the alternate sniper fire on the Hunter rifle turned out, too.
Q5: What role does 3D audio play in Prey?
"Prey's" unique 360-degree settings and visceral gunplay happen all around Tommy all the time. 3D audio is essential to helping the player get his or her bearing in the crazy topsy-turvy world of the Sphere. OpenAL goes a long way towards accomplishing this through its tightly pinpointed 3D panning system. Sounds are much more clearly pointsourced in OpenAL than in the game's default sound system. This provides an additional benefit to multiPrey gamers, since they'll have a better bead on where their enemies are.
If players want to live the true
Q6: How was OpenAL and EAX® ADVANCED HD™ used in Prey and how does it add to the experience?
OpenAL and EAX ADVANCED HD had been implemented into Prey about a year and a half ago. This allowed us to really fine-tune and craft the 3D audio experience to suit OpenAL's and EAX's strengths. OpenAL gave us the hardware acceleration we wanted for full 3D sound effects and the EAX allowed us to add in nice Multiple Reverb effects to spice up all the sound environments in the game.
Q7: Have you tried the game on a Sound Blaster® X-Fi™ and if so, how does it sound?
Most of the sound design was created with the X-Fi™, and the entire game was mixed on an X-Fi Fatal1ty card and Gigaworks speaker system. If players want to live the true "Prey" sound experience as it was intended, the Sound Blaster X-Fi is a requirement.
Here is the article that is showing on Creative website about PREY's audio. As stated in my review in PREY the audio is topnotch with the X-FI!
Mind-bending Audio in Prey™
Ed Lima discusses the audio development in Prey that sets a new standard for sound in PC gaming.
Mind-bending Audio in Prey™
Ed Lima discusses the audio development in Prey that sets a new standard for sound in PC gaming.
Prey™
Interviewee: Ed Lima, Former Audio Director at Human Head, Audio Lead on Prey
Developer: Human Head
Publisher: 2K
Game Title: Prey™
Q1: What was your role on Prey and what other games have you worked on in the past?
I was Audio Lead on "Prey", which means I was responsible for everything you hear in the game, including sound effects, music and voiceover. I also directed the voiceover actors, and contributed some additional writing to the game. My previous titles include "DOOM 3", "007 Nightfire", and Empire Earth.
Q2: Prey has had an interesting development cycle, was there any old content you inherited from the old "Prey" that was being developed by 3D Realms? Or any direction from back then for sound design?
As with most other elements of "Prey", 3D Realms very generously gave Human Head free reign to do what was required. Since the monsters, weapons and settings were all newly created for the game, all of the audio content was similarly built from the ground up. We did use some original Grandfather voiceover in our first E3 2005 trailer for "Prey", but beyond that, every audio asset is brand new.
Q3: What were the challenges in developing a game like Prey, which has such diverse and out of this world environments?
Science fiction settings are always fun and challenging to work in for sound designers, since we basically have carte blanche to produce whatever crazy effects we can think of. "Prey" features a unique combination of science fiction, organic, and natural exterior environments, plus interesting and original enemies and biotech weapons, all of which provide a unique playground for sound.
OpenAL gave us the hardware acceleration we wanted for full 3D sound effects
Q4: Are there any particular effects or levels that you like the most?
I'm quite proud of the voice acting in "Prey". We were very lucky to cast such a wonderfully talented group of actors, all of which really got into "Prey's" unique premise. I think the taunting alien voice in Tommy's head and accompanying sound effects are a high point in that regard. I'm happy with how the alternate sniper fire on the Hunter rifle turned out, too.
Q5: What role does 3D audio play in Prey?
"Prey's" unique 360-degree settings and visceral gunplay happen all around Tommy all the time. 3D audio is essential to helping the player get his or her bearing in the crazy topsy-turvy world of the Sphere. OpenAL goes a long way towards accomplishing this through its tightly pinpointed 3D panning system. Sounds are much more clearly pointsourced in OpenAL than in the game's default sound system. This provides an additional benefit to multiPrey gamers, since they'll have a better bead on where their enemies are.
If players want to live the true
Q6: How was OpenAL and EAX® ADVANCED HD™ used in Prey and how does it add to the experience?
OpenAL and EAX ADVANCED HD had been implemented into Prey about a year and a half ago. This allowed us to really fine-tune and craft the 3D audio experience to suit OpenAL's and EAX's strengths. OpenAL gave us the hardware acceleration we wanted for full 3D sound effects and the EAX allowed us to add in nice Multiple Reverb effects to spice up all the sound environments in the game.
Q7: Have you tried the game on a Sound Blaster® X-Fi™ and if so, how does it sound?
Most of the sound design was created with the X-Fi™, and the entire game was mixed on an X-Fi Fatal1ty card and Gigaworks speaker system. If players want to live the true "Prey" sound experience as it was intended, the Sound Blaster X-Fi is a requirement.

0 Comments:
Post a Comment
<< Home